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IRC log for #minetest-dev, 2017-02-25

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All times shown according to UTC.

Time Nick Message
00:10 est31 read rubenwardy's comment just now
00:11 est31 just wanting to tell: joystick works great for me
00:12 Sokomine est31: playing mt with a joystick? sounds intresting. wonder if it's better for the hand than the mouse is
00:12 est31 not really
00:12 est31 probably only for me though
00:12 est31 as I'm not good with joysticks
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00:14 Sokomine might need some practice
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01:09 sofar it's playable
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01:16 VanessaE sfan5: fwiw, the combine method did not work as a palette spec, however, I *am* allowed to specify an over-sized image for the palette, and it works exactly as I wanted.
01:19 paramat sofar game#1582 can i merge this later? will merge games 1552 1574 in 1-2 hrs
01:19 ShadowBot https://github.com/minetest/minetest_game/issues/1582 -- Lavacooling: Return to chance = 2 by paramat
01:23 sofar paramat: sure, that's fine
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02:20 paramat ok thanks
02:20 paramat corals appear in excessively large patches, need to tune ..
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03:16 paramat ok tuned, will merge with the other PRs
03:25 paramat game#1583
03:25 ShadowBot https://github.com/minetest/minetest_game/issues/1583 -- Corals: Smaller, less dense reefs by paramat
03:25 paramat trivial
03:25 paramat better acheives the kind of distribution we were looking for in the first place
03:28 sofar the brown spots in the sandy stuff right?
03:33 paramat yes red-brown
03:34 sofar looks fine
03:35 paramat ok, i find them ugly if too large and too dense
03:35 paramat the new leafdecay is a pleasure to use, having all leaves decay briskly within 12s
03:36 sofar and the spread over time is good too
03:36 sofar there's no large amount of leaves that all decay at the same time
03:37 paramat that's fine with me yes
03:43 paramat will merge games 1552 1574 1582 1583 in a moment
03:52 sofar :wq
03:52 sofar ewps I saved irc
03:54 paramat merging ..
03:56 paramat .. complete
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04:03 paramat adding a post to the forum ..
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08:28 nerzhul merging #5292
08:28 ShadowBot https://github.com/minetest/minetest/issues/5292 -- Fix crash that can be caused by the shutdown command. by red-001
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14:03 presstabstart I just realized someone has made a similar PR to mine but the PR is almost a year old now and the person still hasn't fixed the problems in his PR apparently. Functionally both PRs do the same thing. Should I remove my PR or...? (his: #4127 mine: #5305)
14:03 ShadowBot https://github.com/minetest/minetest/issues/4127 -- Avoid calling DiePlayer more than once by 4Evergreen4
14:03 ShadowBot https://github.com/minetest/minetest/issues/5305 -- Fix multiple death messages (#3565) by presstabstart
14:05 Krock 4127 would need a rebase anyway, so keep yours open
14:06 Krock I think there's no variable needed to set the death status
14:06 Krock since when the HP are 0, the player is dead anyway
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14:07 presstabstart even if hp is 0, you still don't know if the death screen has been sent to the client
14:08 Krock ah right, there's the problem with the HP change
14:08 rubenwardy est31: I worked out the issue
14:09 rubenwardy turns out that the joystick_controller code doesn't differentiate between different controllers
14:09 presstabstart you could set hp to some impossible value on death but that's messy
14:09 rubenwardy and for some reason my drivers were claiming I had 4 controllers connected
14:10 rubenwardy therefore only one have valid info (num 0), the rest gave all 0s in buttons and axes
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14:54 Fixer presstabstart: don't remove your pr, if it goes well, it will be accepted
14:55 presstabstart ok
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15:10 red-002 presstabstart, couldn't you just check if the player is already dead before applying damage?
15:10 red-002 no need for an extra varaible
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15:15 presstabstart problem was to do with the death screen continuously popping up. Even if you know the player's dead, you don't know if the death screen has already been shown.
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15:16 red-002 I guess this isn't a bad way to solve that
15:16 presstabstart maybe i should change the variable name to m_deathannounced, or would that cause more confusion.
15:17 red-002 you could just have checked if hp - damage is less then or equal to zero and hp isn't zero
15:17 presstabstart but here's the thing: hp can be 0 at time of death
15:18 red-002 and then only after at check set the hp to zero
15:18 red-002 that*
15:19 red-002 nvm
15:19 red-002 that's a bad idea
15:19 red-002 lua can directly change the hp
15:19 presstabstart you could potentially set the HP to a really small number (like minus max allowed value), but that's particularly messy and doesn't display why we need it.
15:19 red-002 without the normal damage code being called
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17:30 est31 rubenwardy: I see
17:31 rubenwardy adding a check for ev.Joystick == 0 fixes it, but that's a hack (controller may not always be id=0)
17:35 est31 yeah
17:35 est31 the code has no plug + play support either
17:35 est31 but thats an irrlicht problem
17:35 est31 it cant really be fixed by us, unless we do joysticks ourselves
17:35 est31 which is possible
17:36 est31 and probably it would even make sense when we want to add force feedback for damage
17:36 est31 (irrlicht has no force feedback either)
17:36 est31 but its a big effort for those two little features
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17:49 rubenwardy I'm currently adding gamepad support to my SFML game, and the API is much nicer to use
17:49 rubenwardy although it is very similar
17:49 rubenwardy although still no autodetection of button numbers or device features
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18:04 nerzhul red-001, thanks for your addition
18:06 nerzhul red-001, i added a little comment and we can merge it as it's very trivial
18:06 red-001 I not sure I understand your comment
18:07 red-001 you mean that I should get the node inside the function that calles the lua code?
18:07 red-001 calls*
18:08 red-001 or that lua code can get the node?
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18:09 nerzhul just inline your condition & the mapnode call which retrieve it :)
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18:20 Thomas-S Is this lightning bug here already known? https://cloud.githubusercontent.com/assets/7414098/23333659/52c0c716-fb8f-11e6-800c-5dc90c57c36f.png
18:21 juhdanad Is that on a server?
18:21 Thomas-S On my Time Travel Server
18:21 Krock Thomas-S, the black font after death/respawn?
18:21 juhdanad And which version do you use?
18:22 Thomas-S The latest git
18:22 Krock nvm, apparently it's supposed to be black
18:23 juhdanad Thomas-S is that a newly generated area?
18:23 Thomas-S No, it isn't
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18:24 juhdanad Well, AFAIK vanilla minetest does not make such shadows...
18:24 Thomas-S /mapfix helps to solve this issue
18:26 juhdanad And how do you reproduce these shadows?
18:27 Thomas-S I don't know, how they can be reproduced. I only noticed them, and wondered if they are already reported because they seem to be quite new
18:30 juhdanad If you notice such shadows in a newly generated area or if you can reproduce them, then it definitely worth a bug report. This is similar to #3421.
18:30 ShadowBot https://github.com/minetest/minetest/issues/3421 -- L-system lighting bug
18:31 Fixer l-system one is fixed by another PR which is not merged yet
18:31 Fixer pr#4967
18:31 juhdanad Fixer: wait, there is a bug in that PR too...
18:31 Fixer oh
18:31 Fixer i'm still looking forward for it
18:32 Thomas-S This one is also reported already? https://cloud.githubusercontent.com/assets/7414098/23333738/1c45dd64-fb91-11e6-95e5-7ad27952a57a.png
18:34 juhdanad The command 'mapfix' uses the c++ function Map::update_lighting(), which has bugs if there is water in the area.
18:35 juhdanad I suppose that on your previous picture you used mapfix.
18:35 Thomas-S On the previous picture, mapfix solved the grid pattern.
18:36 Thomas-S Regarding the second picture: In general it seems like new areas show the dark behaviour, whereas old ones show the bright behaviour.
18:37 juhdanad Thomas-S: yes, freshly generated water is brighter than the one that mapfix does; this is a bug.
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18:38 tenplus1 hi folks
18:38 Thomas-S Ok. Thanks for your help! And in general: Thank you very much for your efforts to improve lightning!
18:38 tenplus1 Q. why does get_look_yaw() and get_look_horizontal() return different values ???  isnt the latter meant  to replace the 1st ???
18:40 Thomas-S If I remember correctly, get_look_yaw() was buggy and returned unlogical values. get_look_horizontal() was meant as an incompatible improvement.
18:41 tenplus1 dammit, so if I use the new function I gotta change code which would be incompatible with 0.4.14
18:42 juhdanad tenplus1: what about "local myfunction = minetest.get_look_horizontal or minetest.get_look_yaw"?
18:43 tenplus1 no good if they return different values
18:44 juhdanad Oh, sorry...
18:44 tenplus1 one would work for rotation of an entity where the other would mess it up
18:44 tenplus1 but it's a good idea
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19:02 Fixer Thomas-S: try mapfix on new world, old one may have incorrect lighting by 1?
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19:03 Thomas-S On a new world, the water is generated bright, /mapfix makes it dark.
19:04 Thomas-S If I remember correctly, the same bug appeared in a snowy biome last week.
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